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101.
网络购物中的虚拟销售代理(Virtual Sales Agent)是指通过口头或非口头形式与消费者互动和交流的具有拟人化特征的动态人物形象, 它可以为消费者提供商品和服务的信息以及必要的帮助。近年来, 大量研究证实了虚拟销售代理的拟人效应, 即当在网络购物环境中加入拟人化的销售代理时, 就会对购物者的在线购物过程感知体验和购物意向产生积极影响。相关理论从不同视角解释了虚拟销售代理拟人效应发生的原因。综述以往的实证研究发现, 虚拟销售代理拟人效应的发生受到虚拟销售代理特征、消费者因素以及商品因素等方面的影响; 社会临场感、个性化服务知觉、社会支持感、信任和风险感知是拟人效应发生的内在心理机制。未来研究应关注虚拟销售代理拟人效应的神经生理基础, 丰富拟人效应发生的影响因素, 加强对个性化定制虚拟销售代理的研究, 探讨虚拟销售代理的消极影响, 以及不利于虚拟销售代理使用的障碍性因素。  相似文献   
102.
空间导航是日常生活所必需的高级认知功能, 参与空间导航的海马及内嗅皮层等脑区易受到老化的影响并导致结构萎缩或功能紊乱。早期研究多利用动物实验、纸笔测验、现实环境等实验范式考察老年人的空间导航老化特点。由于具有与现实环境相似的场景、兼容磁共振成像扫描以及导航者可以与场景交互等优点, 虚拟现实技术被越来越多地被应用到空间导航的老化研究中, 并进一步揭示了海马等内侧颞叶脑区在空间导航老化中的重要作用。  相似文献   
103.
李晶  周晶  朱静雅 《心理科学》2019,(3):514-520
空间巡航中常采用路径整合进行位置追踪及方向更新,本研究利用返回起点任务,通过对虚拟场景中不同信息类型的设置,探讨地标、纹理、双线索(地标+纹理)及纯色条件下路径整合效率的差异。结果发现,除角度误差外,双线索条件下路径整合效率显著较高,其次是地标条件,纹理条件次之,纯色条件下表现最差。结果表明,不同信息类型下路径整合效率存在显著差异,且双视觉信息较单一视觉信息条件下的整合效率更优。  相似文献   
104.
One correlational study examined whether virtual contact via Facebook is positively related to intergroup relations. The followers of two online campaigns from Iran and Israel—whose countries have been in a politically hostile relationship since the 1980s—indicated the amount of direct and indirect virtual (Facebook) and real-life outgroup contact they have had, a number of quality and affective judgments about that contact, and completed an affective prejudice measure about the respective outgroup. Overall, contact was negatively associated with affective prejudice, providing support for the contact hypothesis in a specific and exclusively virtual setting with citizens of hostile nations. Previously experienced real-life contact did not moderate the results, suggesting that virtual contact has an independent link to positive outgroup attitudes.  相似文献   
105.
We investigated a brief, embedded assessment for evaluating preferences sampled from person-centered plans. After developing person-centered plans for individuals with multiple disabilities, systematic assessments were conducted with preferences sampled from the plans. An assessment of sampled preferences was then embedded within the participants' daily routines. The two assessments identified similar preferences based on participant approach responses. Both assessments also indicated inconsistencies with reported preferences in the person-centered plans. Overall, results suggested the embedded assessment may be an alternative means of evaluating some preferences reported through person-centered planning.  相似文献   
106.
社会退缩行为指儿童在社会情境中抑制自己参与同伴互动并表现出独处的行为。社会退缩阻碍儿童形成良好的社交能力,影响其人格和认知的健康发展,因而对儿童社会退缩行为进行及时干预显得十分重要。研究对认知行为疗法在儿童社会退缩行为干预中的进展进行了整合,包括虚拟现实暴露疗法、学校情境下的认知行为治疗及网络认知行为治疗。未来研究应设计针对社会退缩行为不同亚类型的干预方案,以及在干预中重视情绪调节的训练和教师的介入。  相似文献   
107.
Background/Objective: Continuous Performance Tests (CPTs) have demonstrated validity when differentiating children with ADHD from healthy controls. However, these CPTs have limitations such as low ecological validity. New CPTs based on the use of Virtual Reality (VR) have appeared as supposedly improved methods for assessing ADHD. This study aims to compare the discriminant value of attentional variables produced by a VR CPT (Aula Nesplora) with that of variables from a traditional CPT (Test of Variables of Attention; TOVA) for identifying ADHD. Method: A total of 338 children aged between 6 and 16 years old (M = 10.84, SD = 3.01) participated in the study: 31.95% correspond to the inattentive presentation, 15.38% to the impulsive-hyperactive presentation, 22.78% to the combined presentation, and the remaining 29.88% correspond to children without ADHD. Results: Results indicated that Aula Nesplora predicts ADHD presentations better than TOVA. It also differentiates better between ADHD and non-ADHD students. Conclusions: These findings show the potential advantages of using virtual reality in ADHD assessment, as it facilitates the diagnosis of ADHD and the differentiation of its presentations in a realistic environment.  相似文献   
108.
We explored the influence of space on the organisation of items in long-term memory. In two experiments, we asked our participants to explore a virtual environment and memorise discrete items presented at specific locations. Memory for those items was later on tested in immediate (T1) and 24 hours delayed (T2) free recall tests, in which subjects were asked to recall as many items as possible in any order. In experiment 2, we further examined the contribution of active and passive navigation in recollection dynamics. Results across experiments revealed a significant tendency for participants to consecutively recall items that were encountered in proximate locations during learning. Moreover, the degree of spatial organisation and the total number of items recalled were positively correlated in the immediate and the delayed tests. Results from experiment 2 indicated that the spatial clustering of items was independent of navigation types. Our results highlight the long-term stability of spatial clustering effects and their correlation with recall performance, complementing previous results collected in immediate or briefly delayed tests.  相似文献   
109.
We developed a virtual reality test to assess the cognitive function of Japanese people in near-daily-life environment, namely, a virtual shopping test (VST). In this test, participants were asked to execute shopping tasks using touch panel operations in a “virtual shopping mall.” We examined differences in VST performances among healthy participants of different ages and correlations between VST and screening tests, such as the Mini–Mental State Examination (MMSE) and Everyday Memory Checklist (EMC). We included 285 healthy participants between 20 and 86 years of age in seven age groups. Therefore, each VST index tended to decrease with advancing age; differences among age groups were significant. Most VST indices had a significantly negative correlation with MMSE and significantly positive correlation with EMC. VST may be useful for assessing general cognitive decline; effects of age must be considered for proper interpretation of the VST scores.  相似文献   
110.
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